Briefing

SitRep

Kevron Clear Hallway, Thane of a small outlying dwarven mine, was asked to
send a relief force to another small dwarven outpost close by, which was under
constant attack of several allying Chaos warbands. Immediately he mustered a
small force, constricted by the need to keep his own premises defended. But
within this limit he marched off with all the troops that could be
spared.

On his way to his neighbour, he passed Three Oaks, a human village only
half a day from his mine, with whom the Dwarves have frequent and friendly trade
contact. As they entered the village with the goal to buy additional provisions
for their campaign, they met with very agitated and frightened villagers, who
expected an attack from a Beastmen raiding party! The outlying farms had already
been destroyed, the survivors telling the tale; the direction of the attacks
clearly pointing to Three Oaks.

Couriers had been sent to the next Empire garrison, but help would probably
only come after the Beastmen had reached the village.

It was no question for Kevron then to delay the relief of the Dwarven mine,
after all they held back the Goblin forces for some time, one or two days more
they could handle. On the other hand it was no option to leave the human friends
to their destiny.

So the dwarven companies were assigned defensive positions, and only a
couple of hours later the Beastman raiding force appeared on the horizon,
closing in quickly...

Execution

Deployment

Dwarves

Dwarf General

Kevron inspected the battefield. He stood on the outskirts of the village,
which was surrounded by a little stone wall. With only two entrances, the main
gate at the front and one on his left flank, Kevron decided that it would be
best to deploy both his melee units to guard those. As the Beastman would
probably send their brunt through the main gate he decided to join his Red
Company that would be deployed there, while the blue company would guard the
other entrance.

Luckily he had also two units of Thunderers at his disposal which would
prove to be invaluable against the tough Beastmen. He pondered over whether he
wanted to keep these units at the back, but then decided to deploy them as far
forward as he could. The idea was that they would move up to the wall to be in
threat range, then shoot as long as possible and finally retreat if the enemy
would deceide to come after them. Hopefully the wall would grant enough time for
an ordered retreat...

His view moved to the entrance at his left flank where his cannon was
deployed outside of the village. A sudden flash of anger surged through him.
"That idiot of a mayor!", he thought to himself. An hour ago he had a heated
discussion with mayor Brunswick: Kevron was of the opinion that the cannon
should be deployed in the center of the army so that it, as even a Dwarven
youngling knows, had the best protection. The downside was, of course, that the
cannon would have to shoot through the wall more often than not, and the mayor
would not hear anything about it. "Just recentenly rebuild... did cost a
fortune... no more stones available...", and so on and so on. Well, as stubborn
as Dwarves are, they also respect someone elses property, so at the end he chose
the position outside. Hopefully the blue company would be able to guard it and
also protected the entrance as well.

Beastmen

Beastman General

After Deepmagog saw the Dwarven deployment, he immediately thought of a
plan to overturn their strategy - in contrast to common belief even Beastmen are
able to do so. He would send all his troops around the right flank, using the
wood to close quickly and unmolested with the cannon. Once this was overrun,
half the Dwarven force would still be on their way from their quiet right flank
to their left flank. Toadwringa would be closest to the Dwarves to soak up the
fire of the Thunderers, with his ability to regenerate he was the best asset for
that - besides he was so dumb as not to notice to being used in this
way.

All the while the chariot would remain at its place, waiting for the
Dwarves to begin the move over to the other flank, then it would surge forward
into their flank.

With his main force outnumbering one Dwarven flank, Deepmagogg was sure to
be able to loot the puny village in no time.

Turn 1

Beastmen

Toadwringa passed his Stupidity test, then all units moved towards the
right flank, except the chariot which remained stationary.

Dwarves

The whole Dwarven battleline crept forward on their right flank, the
Thunderers moving up to the walls, the Red Company led by Kevron moving
outside the village bounds towards the advancing Beastmen.

On the left flank, the Blue Company made a 180° turn and moved back
into the village.

The cannon had the first shot of the battle, hitting the Toadwringa
causing 1 wound, 6 wounds on Three Skulls (killing 3 creatures) and 3 wounds
on Tri Star, killing one, leaving one wounded.

The Green Thunderer Company targeted Three Skulls led by Deepmagog,
scored 4 hits but did not manage to wound any of the followers of
Chaos.

Toadwringa was momentarily confused, he thought to remember a burning
pain in his side where the cannon ball ripped through him, but when he
concentrated on the area there was no wound… he must have been mistaken
then… (regeneration roll passed).

Turn 2

Beastmen

The troll passed his Stupidity test.

Again, the two Beastmen units moved forward, trying to get the wood
between themselves and the dangerous cannon.

Toadwringa the troll had enough of his curious experiences with cannon
balls first wounding him, then not, and moved toward the left Chaos flank,
the little stunties from the Red Company seemed more like nice play things
to him.

Dwarves

The Green Thunderer Company changed their rank depth to be able to move
between the cottage and the wall, to take up position near the
wall.

The Red Company moved outside the village border towards the lumbering
troll.

The Blue Company did a 180° turn, facing outside the village
again.

The Turquoise Thunderers targeted the chariot, but rolled three ones
which indicated three arquebuses blowing up into the Dwarves' faces. The
bullets that went off towards Rolling Death broke his axle.

Turn 3

Beastmen

Toadwringa saw the Red Company moving towards him, which was confusing.
Normally when he wants to play with stunties or humies, he has to chase
them. That they were now moving towards him startled him. A bit less
focused, he still moved towards them. (Failed Stupidity check, random
direction still sent him towards the Dwarves.)

The chariot slitherd forward d6" before coming to a permanent
halt.

While Deepmagog advanced around the wood with Three Skulls, Tri Star
turned to advance behind the Skeletons.

Dwarves

Kile Agate-Soil ordered his Blue Company to move forward again, to get
into a better position for meeting the flanking Three Skulls
Beastmen.

The cannon targeted the Tri Star Beastmen, and killed another 5 of
their ranks which let to a rout on part of the Beastmen.

The Green Thunderer Company fired at the Skeletons, again two
Arquebuses blew up but did not hurt their wielders. One skeleton crumbled to
dust under the impact of the lead balls.

Kevron and Rhychdir, the Army Standard Bearer, caused two wounds on
Toadwringa, who was so excited about being able to play with the no-legs,
that he threw up. The regurgitate attack killed Rhychdir Calcitebasher – he
was just too flimsy a toy for the troll.

As the Dwarves won the combat, Foe Smiter Morgannwg Shaleworker, acting
as the unit champion so far, picked up the Army Standard. Toadwringa was
pushed-back and the Dwarves wrapped around the troll's flanks.

The troll did not regenerate the wounds caused this time.

Turn 4

Beastmen

The troll was so confused by all the beardlings scurrying around him,
he stood there not able to decide with whom to play next (he failed his
Stupidity test again).

The crew of Rolling Death and the Skeletons declared charges on the Red
Company. The Beastmen's charge into the Dwarven flank was fine, the
Skeletons wheeled, moved forward, and hit the Dwarves at an angle >
22,5°. This caused the Skeletons' formation to become disrupted.

The Beastmen crew caused two hits, one wound but the Dwarven armour
blocked the hit. The Dwarves caused one hit in return but did not manage to
wound. Kevron hit the troll thrice and wounded him twice, killing him.
Between the Skeleton and Dwarf no hits could be landed.

As the chaotic forces lost the combat, the Skeletons had to take an
instability test, which they passed with a 6! This meant that casualties
suffered this turn were resurrected! Yay! Unfortunately, they suffered none,
so none were resurrected…

The Dwarves reformed their ranks.

The routing Tri Star Beastmen rallied thanks to being in the area of
influence of their General Deepmagog.

Toadwringa suddenly found himself lying on the ground and had no
recollections whatsoever how he fell down. He shock his head and stood up
again, ready to play some more with the little ones. (He passed his
regeneration roll.)

Dwarves

The Turquoise Thunderer Company moved towards the center melee, the
Green Thunderer Company turned towards the left flank.

The cannon crew did not shoot, instead they cooled down their
barrel.

In the center melee Kevron Three Oaks hit the Beastmen crew three
times, caused two wounds and thus killed one of the chaotic creatures. The
current Army Standard Bearer, Morgannwg Shaleworker, killed 2 Skeletons. The
Beastmen and the Dwarves did not manage to penetrate their opponents
defences; the Dwarves killed one Skeleton but suffered no casualty in
return. The Dwarves were not able to wound Toadwringa, which in return did
not attack as he was still suffering from stupidity.

The Dwarves again won the close combat; the Beastman passed his Rout
test, four of the Skeletons crumbled to dust.

Turn 5

Beastmen

Toadwringa finally came to his senses and was able to think clearly
again.

Putridmugger rested while Deepmagog with his Three Skulls company
advanced further towards the Dwarves.

In the big center melee, Kevron killed the last of the Beastman chariot
crew members. In the struggle of the Dwarves versus the troll, the Dwarves
missed completely, Toadwringa hit twice but failed to wound. The Skeletons
lost another of their ranks, but again did not manage to
retaliate.

The resulting instability test came up with a 1, making the Skeletons
useless for the rest of the game as they were not allowed to attack any
more.

Dwarves

The Green Thunderer Company targeted the Tri Star Beastmen company and
caused three wounds, which were all saved by the rusty armour the Beastmen
wore!

The cannon shot again at Deepmagog's unit, causing 8 hits and 5 kills.
The unit passed its Panic test.

Kevron Blackforge killed Toadwringa a second time, the Dwarves hacked
down two more Skeletons, the rest crumbled to dust due to
instability.

Toadwringa this time did not regenerate and remained dead on the
ground.

Turn 6

Beastmen

Deepmagog continued his advance with Three Skulls, seeing the Dwarves
nearly in charge range. The Shaman rejoined Three Stars and summoned 5 more
Skeletons in support.

Dwarves

The Red Company turned 180° and moved back towards the village, trying
to buy some more time for decimating the advancing Beastmen with missile
fire before they could engage in close combat. The Blue Company did the same
maneuver on the other flank for the same reasons.

The Turquoise Thunderers shot at the newly summoned Skeletons, the one
lead ball that hit exploded a skull into dust.

In the reserve phase, the Red Company retreated even farther then
passed a LD test to turn 180° to face the advancing foes again. Again, the
Blue Company mirrored this move.

Turn 7

Beastmen

All three companies moved and reserve moved forwards.

Attack on Three Oaks

Dwarves

The Red Company went into a shield wall formation, again the Blue
Company mirrored this maneuver.

The Green Thunderers targeted the Tri Star Beastmen, but only four
Dwarves had them in their firing arc; three of them hit, one hit wounded and
the wound was not saved.

The cannon targeted the Three Skulls in front of them and also hit the
Tri Stars. Deepmagog's unit received eight hits, five wounds and four dead;
while Putridmugger's unit received four hits, two wounds and two
dead.

Deepmagog's unit had to take a rout test and rolled a 12! With this the
attack on that flank also faltered…

Turn 8

Beastmen

The Skeletons successfully charged the Red Dwarven Company.
Putridmugger's Beastmen als charged the Red Company, but due to the
Skeletons being in the way the unit became unformed.

The routing Three Skulls nearly left the field, moving to within
1" of the table edge.

In the renewed center melee, the Beastman Shaman issued a challenge
which was accepted by Kevron himself. Putridmugger hit Kevron first and
caused a wound, which was not saved. In return, Kevron Blackforge hit thrice
and caused two wounds.

The Beastman then hit his Dwarf opponent and wounds, but the dwarven
armour absorbed the force of the blow. The Foe Smiter smote a Skeleton. The
Skeletons caused one hit which failed to wound, and finally the Dwarves
missed the Skeletons and caused a non-wounding hit on the
Beastman.

The Skeletons and Beastmen were pushed back, the instability test
raised one Skeleton again. As the Beastmen were unformed and pushed back,
they automatically routed for the second time this battle and streamed back
towards their table edge.

Deepmagog on the other flank rallied his few remaining
Beastmen.

Dwarves

The Blue Company moved towards the newly rallied Beastmen of Three
Skulls.

The Green Thunderers advanced, the Turquoise Thunders turned 90° and
then snaked behind Red Company along the village wall.

Then cannon did not fire but cooled down its barrel. It would habe at
least one more chance to fire at the Beastmen before they would be back in
close combat range.

In the center melee Kevron and the Foe Smiter both killed one
Skeleton.

Turn 9

Beastmen

Deepmagog decided to call it a day and retreated with his few surviving
chaotic minions.

Debriefing

Three Oaks was saved! The foul chaos creatures never managed to penetrate the
village perimeter, and only on dwarf, Rhychdir Calcitebasher, fell
casualty.

After the battle everyone was happy to find Rychdir badly wounded and burned by
the acid puke of the troll, but still alive. He would not be able to take part in
the rescue of the Dwarven mine Kevron's expedition was heading for, but he would
survive.

The greatful inhabitants of Three Oaks were more than willing to care for
Rhychdir and nurse him until the return of Kevron's force, and they would still owe
them for saving their lives and property.

Dwarves (Bernd)

As the thunder of the last cannon shot rumbled through the valley, the
forces of Beastmen began to retreat. "What a great victory!", Kevron thought
as his Clansmen began to cheer. He had to admit to himself that the battle
had not turned out as he expected. First of all the Beastmen forces did not
try a frontal assault through the main gate, but tried to make a move
towards the entrance at his left flank. Also, the chariot did not move at
all, which puzzeled him. Well, what can you expect from that goat scum... no
leadership and no discipline...

As the enemy forces seemed indecicive on how to approach his fortified
position, his ranged forces had more time to shoot at the goats than
expected. Especially his cannon proved to be a real boon as the enemy forces
chose to move through its firing arch several times.

In the midst of the fight, when Kevron saw that the Beastman would not
come through the front gate, he decided that he might actually try to
outflank his enemy as the chariot did not seem to move at all and only a
single troll would not be real threat. As it turned out, that ugly thing was
tough as gromril and got unexpected help from a unit of skeletons as well,
and thus his unit was bogged down.

If his cannon would not have caused the Beastman to rout several times
the battle might have turned out in a different way...

Beastmen (Matthias)

Great... my first game with the third edition rules and I failed
miserably...

Had I known how bad the cannon would turn out to be, I would have sent
nothing to that flank. Had I known how easily the Thunderers would be able
to destroy the chariot, I would not have let it sit unmoving for so
long.

I need more trolls... Toadwringa was definitely the best model of my
army.

We did several things wrong as it turned out later, but still we very
much enjoyed the battle. Compared to later editions, this version offers
much more choice and flexibility especially when manoeuvering. It is more
time consuming, but in my book this is worth the trouble.